Terror ship

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General Information

The terror ship has a containment facility for large alien terror weapons or creatures. It is used to transport these alien terrorists into populated areas.

Statistics

Statistic Value
SizeLarge
Max Speed(km)4,800
Weapon Power120
Weapon Range(km)42
Weapon Range(range units)336
Damage Capacity1,200
UFO Downed points500
UFO Destroyed points1,000


Additional Information

The Terror Ship is one of the most feared of all alien UFOs. It is fast, has weapons second only to a Battleship in power and range, but worst of all transports the deadly Terror Units that accompany aliens. As its name implies, the appearance of a Terror Ship usually bodes ill - a Terror Site is usually soon to occur, but it may be on an equally devastating Alien Infiltration mission.

Missions

Terror Ships mostly engage in Terror Missions, but they have been seen participating in Alien Infiltration missions as well. In both cases, the Large-class ship will be seen descending upon a city. However, a Terror Ship en route to terrorize a city acts alone. When the Terror Ship is part of a large flotilla, all of which are targetting urban centers, then it is likely part of an infiltration attempt. Perhaps the aliens use the threat of terrorizing a city to swing the deal in their favour.

Needless to say, commanders should shoot down any Terror Ships immediately.

Air Combat

This ship has a powerful weapon with a long range, capable of destroying an Interceptor in two shots. The Avalanche missile has a longer range than the Terror Ship's weapons, however, so use them. Terror Ships will withstand the first salvo of six missiles, so multiple Interceptors are needed. Plasma Beams also exceed the range of the Terror ship's weapons, so use them if possible.

When firing off your last Avalanches, The Terror Ship has a strange habit of retreating out of range. Close before firing the last two missiles, but be careful to not enter range of the Terror Ship's weapons. Try to alternate between aggressive fire and cautious fire quickly, so your Interceptor keeps the Avalance in range without recieving damage itself.

The Terror Ship ship is also extremely fast, and can outrun every X-COM craft except the Avenger at its maximum speed. However, it slows down prior to landing in a city. Interceptors can engage the UFO at this time.

Ship Layout

The ship has two large doors. These are needed to allow the larger alien Terror Units to get out, but they also allow X-COM's HWPs to get in. There are two small rooms in the upper level with no way out for large units, except for a 2x2 hole in the floor. How the aliens get their Reapers and Sectopods up there is unknown. Exercise extreme caution here, as Chryssalids will often hide out of sight until your troops pass by, and then drop down and attack from behind with devastating results. Flying Suits useful here.

The ship contains 8 navigation units, 8 entertainments and 4 power sources. Unfortunately the power sources are very close to each other. If one power source is destroyed, it generally takes the other three with it, along with some of the surrounding walls and bits of the ceiling. This sometimes has the nasty side-effect of leaving the bridge inaccessible without a Flying Suit.

Recoverable Components

Item Sell Price Quantity Value
UFO Power Source$250,0004$1,000,000
UFO Navigation$80,0008$640,000
Alien Food$5,0000$0
Alien Surgery$38,0000$0
Alien Entertainment$20,0008$160,000
Examination Room$9,0000$0
Alien Alloys$6,50092$598,000
Elerium-115$5,000200$1,000,000
Totals$3,398,000


Also see UFO Recovery Values.

Alien Deployment



Sectoids
Rank Beg./Exp. Vet./Gen. Super.
Soldiers4-55-66-7
Navigators112
Medics1-21-21-2
Engineers112
Leaders111
Commanders000
Terrorists2-64-86-10
Totals10-1613-1918-24
Floaters
Rank Beg./Exp. Vet./Gen. Super.
Soldiers4-55-66-7
Navigators112
Medics1-21-21-2
Engineers112
Leaders111
Commanders000
Terrorists2-64-86-10
Totals10-1613-1918-24
Snakemen
Rank Beg./Exp. Vet./Gen. Super.
Soldiers5-76-87-9
Navigators112
Medics---
Engineers112
Leaders111
Commanders000
Terrorists2-64-86-10
Totals10-1613-1918-24
Mutons
Rank Beg./Exp. Vet./Gen. Super.
Soldiers6-87-98-10
Navigators112
Medics---
Engineers112
Leaders---
Commanders---
Terrorists2-64-86-10
Totals10-1613-1918-24
Ethereals
Rank Beg./Exp. Vet./Gen. Super.
Soldiers4-55-66-7
Navigators---
Medics---
Engineers---
Leaders4-54-56-7
Commanders000
Terrorists2-64-86-10
Totals10-1613-1918-24

Floor Plans

Terrain Maps

See Also

Small Scout
Medium Scout
Large Scout
Abductor
Harvester
Supply Ship
Battleship